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DungeonShooting / DungeonShooting_Godot / src / game / GameApplication.cs
  1.  
  2. using System.Collections.Generic;
  3. using System.Text.Json;
  4. using Godot;
  5.  
  6. public partial class GameApplication : Node2D
  7. {
  8. public static GameApplication Instance { get; private set; }
  9.  
  10. /// <summary>
  11. /// 是否开启调试
  12. /// </summary>
  13. [Export] public bool Debug = false;
  14.  
  15. /// <summary>
  16. /// 游戏渲染视口
  17. /// </summary>
  18. [Export] public SubViewport SubViewport;
  19.  
  20. /// <summary>
  21. /// SubViewportContainer 组件
  22. /// </summary>
  23. [Export] public SubViewportContainer SubViewportContainer;
  24.  
  25. /// <summary>
  26. /// 场景根节点
  27. /// </summary>
  28. [Export] public Node2D SceneRoot;
  29. /// <summary>
  30. /// 全局根节点
  31. /// </summary>
  32. [Export] public Node2D GlobalNodeRoot;
  33.  
  34. /// <summary>
  35. /// 鼠标指针
  36. /// </summary>
  37. public Cursor Cursor { get; private set; }
  38. /// <summary>
  39. /// 游戏房间
  40. /// </summary>
  41. public RoomManager RoomManager { get; private set; }
  42. /// <summary>
  43. /// 房间配置
  44. /// </summary>
  45. public List<DungeonRoomSplit> RoomConfig { get; private set; }
  46.  
  47. public GameApplication()
  48. {
  49. Instance = this;
  50. InitRoomConfig();
  51.  
  52. //初始化 ActivityObject
  53. ActivityObject.InitActivity();
  54. }
  55. public override void _EnterTree()
  56. {
  57. //随机化种子
  58. //GD.Randomize();
  59. //固定帧率
  60. Engine.MaxFps = 60;
  61. //调试绘制开关
  62. ActivityObject.IsDebug = Debug;
  63. //Engine.TimeScale = 0.2f;
  64.  
  65. //初始化ui
  66. UiManager.Init();
  67. // 初始化鼠标
  68. Input.MouseMode = Input.MouseModeEnum.Hidden;
  69. Cursor = ResourceManager.Load<PackedScene>(ResourcePath.prefab_Cursor_tscn).Instantiate<Cursor>();
  70. var cursorLayer = new CanvasLayer();
  71. cursorLayer.Name = "CursorLayer";
  72. cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
  73. AddChild(cursorLayer);
  74. cursorLayer.AddChild(Cursor);
  75.  
  76. //打开ui
  77. UiManager.Open_RoomUI();
  78. RoomManager = ResourceManager.Load<PackedScene>(ResourcePath.scene_Room_tscn).Instantiate<RoomManager>();
  79. SceneRoot.AddChild(RoomManager);
  80. }
  81.  
  82. public override void _Process(double delta)
  83. {
  84. InputManager.Update((float)delta);
  85. }
  86.  
  87. /// <summary>
  88. /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
  89. /// </summary>
  90. public Vector2 GlobalToViewPosition(Vector2 globalPos)
  91. {
  92. //return globalPos;
  93. return globalPos / GameConfig.WindowScale - (GameConfig.ViewportSize / 2) + GameCamera.Main.GlobalPosition;
  94. }
  95.  
  96. /// <summary>
  97. /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
  98. /// </summary>
  99. public Vector2 ViewToGlobalPosition(Vector2 viewPos)
  100. {
  101. // 3.5写法
  102. //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
  103. return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale;
  104. }
  105.  
  106. //初始化房间配置
  107. private void InitRoomConfig()
  108. {
  109. //加载房间配置信息
  110. var file = FileAccess.Open(ResourcePath.resource_map_RoomConfig_json, FileAccess.ModeFlags.Read);
  111. var asText = file.GetAsText();
  112. RoomConfig = JsonSerializer.Deserialize<List<DungeonRoomSplit>>(asText);
  113. file.Dispose();
  114. }
  115. }